/**
**************************************************************************************
*Founder Effect                                                                      *
*Copyright (C) 2006-2007, 5d Studios (www.5d-Studios.com)                            *
*                                                                                    *
*This library is free software; you can redistribute it and/or                       *
*modify it under the terms of the GNU Lesser General Public                          *
*License as published by the Free Software Foundation; either                        *
*version 2.1 of the License, or (at your option) any later version.                  *
*                                                                                    *
*This library is distributed in the hope that it will be useful,                     *
*but WITHOUT ANY WARRANTY; without even the implied warranty of                      *
*MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU                   *
*Lesser General Public License for more details.                                     *
*                                                                                    *
*You should have received a copy of the GNU Lesser General Public                    *
*License along with this library; if not, write to the Free Software                 *
*Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA      *
**************************************************************************************
*/
#include "StdAfx.h"
#include "Torch.h"

#include "../Kernel.h"

extern Kernel* g_kernel;

#define TIME      (g_kernel->GetTime())

#define UNLITE    (ENT_STATES[ IDLE ])
#define LITE      (ENT_STATES[ WALKING ])

Torch::Torch(void) : IEntity()
{
    m_burntime = 0;
}

Torch::~Torch(void)
{
}

/** Update the entity */
void Torch::Update( long dt)
{
    m_FSM.Update();
    static bool diffuse = false;
    /** Check to see if a script lite this torch,
     *  if so, set the timer for diffusing
     */
    if ( IsLite() )
    {
        if ( !diffuse )
        {
            LiteTorch();
            diffuse = true;
        }
    }

    if ( TIME > m_burntime && m_attributes.Has("burntime") )
    {
        UnliteTorch(); // only diffuse if there is a burntime
        diffuse = false;
    }


}

/** Lite the torch */
void Torch::LiteTorch()
{
    if ( m_attributes.Has("burntime") )
        m_burntime = TIME + m_attributes.GetInt("burntime");
  
    SetState( LITE );
}

/** Diffuse the torch */
void Torch::UnliteTorch()
{
    SetState( UNLITE );
}

/** Torch is lite */
bool Torch::IsLite()
{
    return GetState() == LITE;
}